Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_HUD_MENU_TAUNT_SELECTION_H
#define TF_HUD_MENU_TAUNT_SELECTION_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/Label.h>
#include <game_controls/IconPanel.h>
#include <vgui/tf_controls.h>
#include "base_loadout_panel.h"
using namespace vgui;
#define NUM_TAUNT_SLOTS 8
class CHudMenuTauntSelection : public CHudElement, public EditablePanel
{
DECLARE_CLASS_SIMPLE( CHudMenuTauntSelection, EditablePanel );
public:
CHudMenuTauntSelection( const char *pElementName );
virtual void ApplySchemeSettings( IScheme *scheme );
virtual bool ShouldDraw( void );
virtual void FireGameEvent( IGameEvent *event );
virtual void SetVisible( bool state );
int HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
virtual int GetRenderGroupPriority( void ) { return 90; }
void SelectTaunt( int iTaunt );
virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_IN_GAME_HUD; }
private:
void SetSelectedItem( int iSlot );
void FindTauntKeyBinding( void );
void UpdateItemModelPanels();
private:
CItemModelPanel *m_pItemModelPanels[NUM_TAUNT_SLOTS];
// CIconPanel *m_pKeyIcons[NUM_TAUNT_SLOTS];
// CExLabel *m_pKeyLabels[NUM_TAUNT_SLOTS];
int m_iSelectedItem;
};
#endif // TF_HUD_MENU_TAUNT_SELECTION_H